Build 30: Balancing Pass and Bug Fixing

Any info if Elemental Storm debuff stacks with Raging Tempest from Wind Devil?

My response to this thread shouldn’t be all requests: The world map looks stunningly beautiful.

Who was that? Scott Duquette?

Love the Shrines on the world-map.

nice update.

Will a future update include the ability to buy health potions in stacks rather than one at a time?

Unsure what to think of this patch, as Twitch streamers are referring to Build 30 as a large step backward in balance, and I’m no expert.

If I bind it to a number button it casts in place. If I bind it to LMB or RMB it moves and then casts. I should have been clearer. Apologies.

Can you also make the world map view bigger, or make it so we can size it?

I am not crying about it. It just seems that they make an adjustment to mob health and damage and then get to nerfing. So, is anything accomplished or just a total rebalance on both sides that is equal in reduction? The latter will do nothing.

Meanwhile I can’t wait to mod base runspeed to 115%.

>_>

I am sad to see the loss of resist reduction on High Impact, it was to be key in my Mindwarp Sorcerer build, as reducing aether resist isn’t generally easy for a caster build since you can’t use a Plaguebearer’s weapon efficiently. Otherwise seems like a great patch, can’t wait to check out the specifics of some changes in game.

so my squire handguards lost there -29% Block Recovery Time i have had since build 23?

that’s -29% Block Recovery Time just gone…

That is one extreme nerf just before the game is “finished” …sheesh…

any chance that you could just legacy these older gloves i have been using for like a year long???

if not i suppose it’s back to Improvise, Adapt and Overcome all over again.

Interesting to see how several skills that otherwise grant great bonuses are now made mostly obsolete through the speed cap. Particularly thinking of the new Reckless Power and Mental Alacrity.

Also, the PRM nerf is real. :frowning: I guess Supercharged as the worst modifier in the line now makes way for Proliferation to take that spot - unless anyone is ridiculous enough to build aether damage on a PRM mage…
I really see no point in this other than reducing both single target (I don’t think the flat elemental damage was moved to the first node, if it was, disregard that) and especially AOE.

Also, while the new devastation may devastate more, it feels much, much less devastating… Just the feeling of the spell is all wrong now. Not to mention it’s also made a lot less reliable on top.

Ouch. The new world map is horrendous. I hope this isn’t what will be delivered as the: High resolution digital game map suitable for use as a wallpaper or to print out for your wall. (delivered after final release). This new map takes away all the detail with a color wash and would not be suitable for print out with all the detail now gone. Usual disclaimer is of course that this is just my opinion. Here’s hoping that some sort of better combination of brighter colors without losing all the details can happen.

You said the dual wield was in a good place in ultimate. By that logic, equalizing it means it is still “in a good place”. The difference is that dual blades doesn’t become overpowered and we get some build diversity. Seems to me like it accomplishes a lot.

I would like a response to this. Considering that our characters aren’t going to be deleted on full release, and the mechanics of certain skills were either drastically changed or outright removed, why weren’t our characters given a free full respec? I don’t think that it is fair that the Witchblade that I spent a lot of time on, and that I had a lot of fun building is now just an item mule.

Am I wrong and there will be a character wipe? Is it somehow a coding nightmare? Is it an oversight?

Please add some sort of a one time mastery reset, I have a battlemage that used Reckless Power for the elemental damage and Oleron’s Rage for the attack speed, now one doesn’t exist anymore and the other one losed the bonus so I have lots of points in both masteries that I don’t want now, and I am sure that I am not the only one.

So please, when you balance skills to this point give us a reset of the points on masteries so we don’t have somewhat crappy chars.

If I had a dollar for all the “bad design” comments. It’s become like a new forum cliche that basically means: “I personally don’t like the change - so bad design”

The alternative is that we could soft-cap these things by more carefully limiting how much you can accumulate. The end result would be functionally the same, you’d be capped at whatever limit we set. Perceptually it might feel better because you weren’t hitting what might seem like a more arbitrary limit (although in reality, our decision is no more or less arbitrary whether we implement a soft or hard cap).

In the past, I’ve always favored more soft caps and 10 years ago probably would have said “hard cap = lazy design!!!” but I’ve concluded that I may have been wrong. The big benefit to a hard cap is that we can allow more sources of a given stat and more flexibility in terms of how you reach the cap. Alternately, you basically have to max out whichever items we restrict the stat to. Since speed is kind of the king of offensive stats, if the highest quantities are found specific items, then everyone is likely to go after speed on those items, to the exclusion of anything else.

There obviously has to be some limit to speed, hard or soft, for balancing purposes. So basically the choice is: hard cap with more gearing flexibility or soft cap with illusion of no limit. :undecided:

I swapped out of Shadow Strike to quickly evaluate Lethal Gambit. Sadly, it still seems terribly weak. I can’t see any good reason to take Lethal Gambit over the far superior Shadow Strike. The two skills are largely similar in function, one is just much better than the other.

I’m not a huge fan of one particular aspect of the new map, which is the blur that has been applied to the image of the previous map. I’m guessing the intention was to simulate a hand-painted look by quickly reducing the texture/visual density of the underlying image. It looks very much like Photoshop’s Smart Blur to me. I can definitely understand not wanting to repaint the entire map by hand. As an final (evil) parting shot, I also find the lines in the ocean a little busy for my tastes. :cry:

The reasoning behind the run/attack speed cap makes sense to me. I am going to miss that extra 20% run speed, however. A slow run speed is difficult to tolerate, and as a consequence I wear the two piece Explorer’s set longer than I should. It always hurts upgrading my gear and losing that precious run speed.

Am I the only one who is really happy about this update? My Sorc got a massive damage increase, my Shaman’s damage was hit by a measly 120 damage, my PB build still tears through everything, and I rather like the new map (not so keen on the Cairn sunshine in the middle or the HDR coloring style, but it still looks good).

@Zantai

Have you guys actually considered allowing assigning a proc. to a default weapon attack.

Let’s say I’m using the NB’s dual blades skilltree(only!) and I want to make a poison NB, that can proc. “Acid spray”. Under the current circumstances I have to rely either on one of the chance to cast dualblades’s skills OR… I need to chose 2nd class mastery in order to find a skill that can proc “Acid spray” .